private void Awake() { agentMovementController = GetComponent <AgentMovementController>(); select = GetComponentInChildren <SelectableComponent>(); agentUI = FindObjectOfType <AgentUI>(); abilityController = FindObjectOfType <AbilityController>(); renderer = GetComponentInChildren <MeshRenderer>(); }
/// <summary> /// Funzione chiamata allo spawn in Pool dell'oggetto /// </summary> public void PoolInit() { movementCtrl = GetComponent <AgentMovementController>(); agentGravityCtrl = GetComponent <AgentGravityController>(); agentDistanceCtrl = GetComponent <AgentDistanceController>(); agentGroupCtrl = GetComponent <AgentGroupController>(); graphicCtrl = GetComponentInChildren <AgentGraphicController>(); graphicCtrl.Init(); agentGravityCtrl.Init(); agentGroupCtrl.Init(this); }
// Use this for initialization void Start() { bodyController = GetComponent <BodyController>(); agentController = GetComponent <AgentMovementController>(); attackManager = GetComponent <AttackManager>(); animator = GetComponent <Animator>(); animator.speed = animationSpeed; enemyManager = GameObject.Find("ZombieSpawner").GetComponent <EnemyManager>(); float randomNum = Random.Range(0f, 1f); playerKiller = (randomNum > 0.7f) && !preStartEnemy; //Debug.Log("PLayer Killer: " + playerKiller.ToString() + "- " + randomNum.ToString()); //playerKiller = true; followPlayerOnSight = new FollowPlayerOnSight(this.gameObject, attackManager.meeleAttackRange - 0.5f); //attackFire = new AttackBarrier(this.gameObject, attackManager.meeleAttackRange - 0.5f, GameObject.Find("BonFire")); defaultTarget(); }